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Monster
Submitted by Miniwood on Sat, 2003-11-08 00:04.
Quake 2 Monster Entities
Monsters are an essential part of your single-player map, it would be a
little boring without them! For maximum effect monsters have to be used
in the right place and in the right way. Here is RUST's advice on the
best ways to shred your poor player.
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monster_berserk - Berserker
Health: Low
Knives. Hammers. This is the Strogg equivalent of the handy-man!
Useless at a distance, unless you want the player to be distracted, he's
better to come from behind, the side, or suddenly in the player's face,
forcing them to react! Good for use on cat-walks, since he can fling
you off, to a bloody death, or a sizzle in the lava, or a swim back to
the nearest ladder/elevator. The Berserker is a bit of a dolt tho, and
doesn't realize to stop swinging if you've backed off, so you might want
to put one in an enclosed room, so the player has little room to dodge
around. This however defeats the purpose of his hyper-fast legs! So
use him is both situations. The second being in a large room, so he has
room to gain on you, but keep the player's arsenal to a low,
other-wise, he's not good for much except a place to put all that lead
the player carries around in.
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monster_boss2 - Hornet
Health: Enormously High
It's a Bird! It's a Plane! It's.... oh crap! This guy is about as
rutheless as the Tank Boss, but he flies! Did I mention he has TWO
chainguns? AND fires 4 rockets AT THE SAME TIME? This bastard is lethal
and good at a distance. His rockets are fairly easy to dodge, but can
KILL the player if he hits... In theory you could use two, but it could
be considered unfair, or an overkill. But these guys work as a team,
honestly 4 chainguns, 8 rockets, the player'll never know what hit 'em!
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monster_boss3 - Stupid Jorg Health: Enormously High
This is a version of the final boss that will not do anything.
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monster_brain - Brain
Health: High + Power Screen
Probably the stupidest, yet coolest enemy in Quake II. The brain is
slow as hell, has a stupid method of attack, but if used correctly can
be a rather effective enemy. First, try not to think of the Brain as an
attacker, he works better as a computer technician or scientist trying
to get you out of his lab, or distract you from the other Strogg
soldiers sneaking up on you. They have a Power-Screen to keep them
alive. Brains have a lot of life, and take a pounding, so in swarms they
can produce some very gratifying situations, in one map I was stuck on a
table, surrounded by 4 or 5 Brains, very creepy, because they just
slowly edge towards you, snapping out the tentacles when they get close
enough. Brains are useful in the dark, since their attack has a decent
range.
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monster_chick - Iron Maiden
Health: Medium
Sugar and spice, and everything not nice. This is one bad girl, but you
probably don't wanna be spanking her titanium ass! She's a little dull
at a distance, since she hasn't quite figured out what the rockets in
her launcher are for...
So use her with a distraction, so she
can launch a few of those bad boys up the player's ass, where they
belong. After all, isn't it about killing him/her?
Her claws
are razor sharp, but again, she prefers to slap you with them if you get
close enough for a kiss, so keep her above you to have some nice rocket
bombardment. For inexperianced players, her voice can be misleading,
so hide her well, and spring her when they least expect her... hehehe...
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monster_flipper - Barracuda Shark
Health: Low
Ever see the movie Jaws? No relation here! These sardines don't pose
TOO much threat, unless in huge swarms. Their best attribute is their
speed and the fact that they are hard to hit. Best used to suprise a
player, unleash them behind him, and watch the water fill with blood!
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monster_floater - Technician Health: High
These are probably THE most annoying enemy in Quake 2! They take
forever to kill, they fly, their weapons are devastating, and they're
rather stealthly. So let's have some fun with them! Like the Brains,
Technicians are NOT soldiers! They belong in computer places, pipes or
just about anywhere that maintenence might be required. They attack
best when from above, in front of the player makes them an easier
target, but at the end of a hall can be quite deadly, as their
hyper-blaster stings like hell! The Technicians have a snapping claw,
not very useful. A tazer, not quite as useless, and then they have
their blaster. Technicians are good for dropping items such as
key-cards and CD's.... But it's best that they simply hover around and
make like they're repairing stuff.
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monster_flyer - Flyer
Health: Low
Sorta like vultures with laser cannons, Flyers can be rather annoying,
best used in groups of 3, as Id Software showed, these little mutha's
can be a pain in the ass if not taken care of. Good for distraction and
as a security measure. Make these little buggers fly over roof-tops to
make them a little more surreal!
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monster_gladiator - Gladiator
Health: Medium
This is the ugly one. With a face not even a mother could love, and a
pair of legs which make him look like a certain hooved menace with a
rocket launcher we all loved to hate, the Gladiator is one of the nasty
ones. Usually I play the game thru, and only death, or a rail-shot to
the head can make me quick-load. He's a little slow, but fast enough to
scare you. Keep him at a distance, so he makes good use of his
shoulder mounted railgun. Up close his melee attack does the most
damage, save for the Berserker, but his railgun does far more. Good for
guarding keys, and exits, also useful when below you, or above, and
picks you off as you ride the elevator. On the other end of a bridge is
a nice touch since he's not gonna be asking three questions before he
launches the player's sorry ass off the bridge.
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monster_gunner - Gunner
Health: Medium
This is the ultimate Strogg. He has a gun that takes a while to open a
rapid-fire grenade launcher, and an attitude! If other enemies get in
his path of destruction he is indifferent to it, and will keep firing
until either you or him is dead. When placed above the player on
cat-walks he is effective at causing a rain of grenades, when in a room
full of explosive crates, explosive barrels, or just little room to
move, this is probably his most lethal use. His gun is a little slow,
but if put out of sight, not totally, just until the player looks around
a bit, he can be rather devastating without the use of armor.
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monster_hover - Icarus
Health: High
His ass must get hot from those two jets mounted on his shoulders....
The Icarus is a rather distinctive enemy, useful for patrol of areas
with high ceilings, or the outdoors areas. The Icarus is a type of
enemy that can perch, since he seems to have a standing motion, how to
get it used, I have NO idea, but it's there.... maybe the guy's just
confused. These guys are a little stealthly, but their jet ambience
gives 'em away so use them wisely, for best impact.
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monster_infantry - Enforcer
Health: Low
Bald head, beady eyes, a chaingun that's gotta be cocked before firing.
This guy is even trained in martial arts! What more could you ask for
in an enemy? These guys are my personal favorite enemy; they go down
from one double-barreled shotgun blast, at close range of course, and
have several deaths, the flip being the most exciting! These boys are
useful in waves, and effective as prison guards, they have about the
I.Q. of the gun they are carrying, and know how to duck rockets at a
distance. A final note is that up close they always use they karate
chop, so keep them at a distance, and let the berserkers do the chopping
and mangling!
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monster_jorg - Jorg
Health: Enormously High
This is THE BIG BOSS. He sports 2 ASS-KICKING CHAIN-CANNONS and a
FREAKING BFG 10K!!! Yipes! The Jorg makes a lot of noise when moving
about, and I'm pretty sure he makes this creepy laugh as he goes about
his business of mopping the floor with you! If the player has a Quad or
Invulnerability or BOTH then the Jorg is screwed. Also it's passenger
is pretty much eff'd. So try to deny the player these things. When the
Jorg is killed the Makron leaps from it's body and proceeds to kick yer
ass with a Railgun, a HYPER-BLASTER and another freaking BFG10K!!
Actually, it's the same one as the Jorg had, since the Jorg would raise
its torso and let's the Makron fire it. When knocked down Makron says
stuff like "Not Good Enough!" or "Weakling!" Needless to say, he's a
pretty creepy character. I don't recommend using this thing UNLESS it
is a Return of the Makron MOD! Makron got killed at the end of the
game, so try and keep faithful to that.
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monster_makron - Makron
Health: Enormously High
See monster_jorg for details.
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monster_medic - Medic
Health: High
Stroggs have this amazing talent of coming back from the dead! Their
secret had been revealed, the Medic. Not too useful as a stand-alone
warrior, but beautiful as a mortician. Hehehe... He doesn't get around
in a hearse tho, instead, two metal, goat-like legs, which flop nicely
when he's killed. The Medic pumps life, literally, into dead Stroggs,
and is pretty efficient at it.
If sent into the fray the Medic
can be somewhat useful, but is better sent in after a huge battle, to
pick up the pieces, so to speak...
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monster_mutant - Mutant
Health: High
These bastards are EVIL! They move faster, and farther than the Demon
in Quake 1, and have this eerie sound they make when they stalk around!
Great for hiding behind walls and such, or in hidden cages, to be
released when the player gets to a certain area. The Mutants have
plenty of life, but a hyper-blaster or chaingun will take them out
fairly efficiently. Mutants work well in sewers and mines, but not in
base areas, unless they came from the sewers, in which case it's best to
show where they came from.
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monster_parasite - Parasite
Health: Medium
Here poochy-poochy-poochy! PLAY DEAD! This is probably the most foul
enemy in the game, he literally sucks the life out of you, and he sniffs
other Strogg's butts! (j/k) But seriously, with the personality of a
dog, what could you expect, he's even got fleas. Useful around corners,
such as crates, or pipes. He works well from the hidden cubby-hole in
the wall to your left/right. Takes a bit of a pounding, and moves
pretty fast. His clicking sounds can be mistaken for mechanical
ambience. Again, useless at a distance, works well in narrow halls,
with little room to dodge, but gives the player a straight
line-of-sight. Works well with the distraction technique, but gives his
presence away with that un-Godly bark.
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monster_soldier - Shotgun Guard
Health: Very Low
Bigger gun, bigger life, same size brain. Having the same smarts as the
light guard the shotgun guard can be applied in the same manner as his
weaker cousin. However, his weapon is twice as big as he is, so he can
tear you up! Without the protection of armor shotgun guards will kill
you in a matter of moments, if they are given the advantage of height,
or cover, or simply in large numbers. As stated, he's not to bright, so
give him room to maneuver, and a friend or two.
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monster_soldier_light - Light Guard
Health: Very Low
This bad-boy just ain't so bad, he's got a puny laser, and not a lot of
life. He's noisy, and not too bright. But oh, the possibilities!
If
you place light guards above the player, in packs, they can amount to
something, at first the player might shrug it off as tho it were just a
mosquito bite, but as each blaster bolt fries his skin, it starts to
wear on him. This can also be used to distract him from hidden or
approaching enemies, that are elsewhere.
Add a barrel, or
explosive crate near the light guards for an easy, and dazzling kill, or
to save playing time. Or you could just leave them there, for the
player to have to pick off.
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monster_soldier_ss - Machine Gun Guard
Health: Very Low
Even bigger gun, even smaller intellect. But what a nasty, this guy is
the "king of sting." Nothing hurts more than having a machinegun guard
behind you whittling away at your armor, and all that time you thought
it was the gunner dishing out twice the damage! These guys are a pain
in the butt, so use them sparingly or in groups for a challenge, they go
splat with explosives, so to add to the tension equip player with a
shotgun, or machinegun and watch the cursing start!
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monster_supertank - Super Tank
Health: Enormously High
Did I say the Tank was the BIG mother? This guy is HUGE!! Taller than
Gunners, taller than Tanks and 3 times as lethal! This guy sports the
MOTHER-OF-ALL-CHAINGUNS and will mow you down in a second with it, his
rockets are similar to the Tank's, but I think they move faster, or do
more damage or something. He has lasers, but rarely uses them. The
Tank Boss is a little slow however, and with the proper armament can be
taken down rather easily. For best challenge, don't give the player a
Quad or any HEAVY weaponry, then use him as a doorblock. Give this guy
room to maneuver, or he'll be useless.
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monster_tank - Tank
Health: Very High
The BIG mother, this guy is huge, taller than the Gunners, and twice as
lethal. The tank utilizes 3 weapons, a hyper-blaster, a chaingun and a
rocket launcher. The Tank is slow as hell, so be careful where you
place him. In confined areas he is useful, but only if the player has
no room to maneuver. At a distance is good, but again, makes him an
easy target. The Tank is a hard enemy to get good placement with. His
menacing walk is enough to strike fear into a poorly armed player, so
keep them on their toes by throwing one of these bastards near the
beginning, and there's no way around except to find a bigger gun.
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monster_tank_commander - Tank Commander
Health: Very High
Just a fancied up Tank, I have found no differences, perhaps a little
more aggressive? This guy can be used as a leader of several tanks, or
just in a palace level, since he is kinda like a Tank with ROYAL armor,
instead of chamo-combat armor.
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